// ******************************************************************************
// Spine Runtimes Software License v2.5
//
// Copyright (c) 2013-2016, Esoteric Software
// All rights reserved.
//
// You are granted a perpetual, non-exclusive, non-sublicensable, and
// non-transferable license to use, install, execute, and perform the Spine
// Runtimes software and derivative works solely for personal or internal
// use. Without the written permission of Esoteric Software (see Section 2 of
// the Spine Software License Agreement), you may not (a) modify, translate,
// adapt, or develop new applications using the Spine Runtimes or otherwise
// create derivative works or improvements of the Spine Runtimes or (b) remove,
// delete, alter, or obscure any trademarks or any copyright, trademark, patent,
// or other intellectual property or proprietary rights notices on or in the
// Software, including any copy thereof. Redistributions in binary or source
// form must include this license and terms.
//
// THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
// EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
// USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
// IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
// ******************************************************************************

part of spine_core;

class PointAttachment extends VertexAttachment {
  final Color color = Color(0.38, 0.94, 0.0, 1.0);
  double x, y, rotation;

  PointAttachment(String name) : super(name);

  Vector2 computeWorldPosition(Bone bone, Vector2 point) {
    point
      ..x = x * bone.a + y * bone.b + bone.worldX
      ..y = x * bone.c + y * bone.d + bone.worldY;
    return point;
  }

  double computeWorldRotation(Bone bone) {
    final double cos = MathUtils.cosDeg(rotation),
        sin = MathUtils.sinDeg(rotation);
    final double x = cos * bone.a + sin * bone.b;
    final double y = cos * bone.c + sin * bone.d;
    return math.atan2(y, x) * MathUtils.radDeg;
  }
}
